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August 29th 2008, 12:22 PM
bonca.gif
Erwin
Peasant He/Him Netherlands
Friendship is magic 
Not long ago I started working on Survival again and I decided to keep you updated about my progress so far. I'll show a couple of things in this thread so you can comment about it if you want to. I've mostly decided about what to put into the update and how to do it but ideas are still welcome. If you think things can be done better I would like to hear it as well since it’s much easier to change Survival when it’s still in progress.

Here's what I planned on doing earlier.

This is what I did so far:

Added rabbits and deer providing fresh meat when killed. Rabbits and deer will run around when hit (that is if they're not dead yet ).

The food bag now has Cooked, Raw and Fruit/vegetables categories to choose from instead of a very long list.

The yellow fish now re-spawn correctly. Apparently they didn't do so before.

Added health and sleep which work similar to hunger. To increase your health you need to eat fruit/vegetables or drink juice. Fruit/vegetables add more health than they reduce your hunger. To become more rested you need to sleep (obviously). You can sleep in your own bed in your house if you have one, sleep on your bedroll which you can carry around or rent a room in town. When you talk to a bed (In dink terms of course) or use your bedroll you can decide how long you want to sleep. For bedrolls you can only choose from nap and rest. Beds also have the "Lie in" option. A nap can get you up to 59% rested, resting can get you up to 79% rested and a lie in makes you 100% rested. Sleeping also increases your health. Bedrolls can't be used indoors, in town or in a screen with monsters. If you want to buy another bedroll in town you can choose a gray, brown or green one (there's no difference except for the appearance). Sleeping takes time. Time will affect a couple of things in Survival, for example a food shop can run out of food but it will be resuplied over time.

I'm still working on diseases but here's what I've planned on doing so far.

Diseases can be carried by anything, it's your choice if you want to implant Survival into your D-Mod. Currently I have an edited bonca script which makes them randomly diseased. Diseased creatures will always remain diseased unless cured or killed. If you get near a diseased creature you have a chance of becoming diseased yourself if your immune system isn't good enough. Your immune system is your % healthiness, rested and life combined. The lower your immune system the higher the chance you'll get diseased. You're immune to most diseases if you have a good immune system though some diseases may require a higher immune system in order to be resisted.

You can see what creatures carry a disease or even what disease by learning more about them from books, your local healer or maybe some other way if the D-Mod author would want this. In the demonstration D-Mod of Survival your local healer can teach you all you need to know about diseases. Diseased creatures are indicated by an animation above their heads. Usually this is a green animation. If you are skillful enough you can make a difference between diseases. Diseases are recognised by the colour of the animation.

That's it for now. I'll show more things when they're ready.